mirror of
https://github.com/imjasonh/nescript
synced 2026-07-08 08:55:38 +00:00
No description
`IrCodeGen::next_oam_slot` incremented at *compile time*: one
`draw` statement = one fixed OAM slot, baked into absolute-mode
stores at codegen. A `draw` inside a `while`/`for`/`loop` body
was lowered once and then always wrote to the same four OAM
bytes every iteration, so only the last iteration was ever
visible. The writeup in the earlier PR called this "bug B".
Fix: reserve ZP `$09` as `ZP_OAM_CURSOR`, reset it to 0 at the
top of every frame handler (right after the existing OAM clear
loop), and lower each `DrawSprite` IR op to:
LDY $09 ; load cursor
LDA <y_temp>
STA $0200,Y ; sprite Y
LDA #tile
STA $0201,Y ; tile
LDA #0
STA $0202,Y ; attr
LDA <x_temp>
STA $0203,Y ; sprite X
INC $09 x4 ; bump cursor by 4
Cost is ~+6 bytes per `draw` over the old static form. At 64
slots the u8 cursor wraps naturally, giving classic NES
"too many sprites" flicker instead of a silent compile-time
drop. `next_oam_slot` and its resets are gone from the IR
codegen entirely.
Secondary fix: `for i in 0..N` counters are now registered as
handler locals. `lower_statement` created a `VarId` for the
counter via `get_or_create_var` but never pushed it onto
`current_locals`, so the IR codegen's `var_addrs` lookup
returned `None` for every `StoreVar(i)` / `LoadVar(i)` and
silently emitted nothing. The counter stayed at 0 forever,
the loop spun indefinitely, and every iteration wrote the
first array element into OAM — turning all 64 sprites into
the same smiley. Same class as the handler-local `var` decl
bug from the earlier PR, just for for-loop variables.
Smoke-test deltas (all 14/14 still pass):
- arrays_and_functions: 104 -> 260 (player + 4 enemies)
- bitwise_ops: 104 -> 416 (player + flag sprites + pips)
- loop_break_continue: 208 -> 208 (already fixed by the earlier pass)
- structs_enums_for: 104 -> 260 (player + 4 enemies)
Regression tests:
- `ir_codegen::more_tests::ir_codegen_draw_sprite` — checks a
single `draw` emits `LDY cursor`, four `STA $020N,Y`, and
four `INC cursor`.
- `ir_codegen::more_tests::ir_codegen_multi_oam_uses_sequential_slots`
— rewritten for the new form: each draw gets its own
`LDY cursor` + 4 `INC cursor`.
- `ir_codegen::more_tests::ir_codegen_draw_in_loop_...` —
proves a `draw` inside a `while` compiles to ONE cursor-based
draw (not N unrolled statics and not zero), and asserts no
stray `STA $0204`/`$0208`/... absolute stores — those would
indicate bug B has regressed.
- `ir::tests::for_loop_counter_is_registered_as_handler_local`
— verifies `for i in 0..N` pushes `i` onto `current_locals`
so the IR codegen allocates it.
Smoke-test tightening: `tests/emulator/run_examples.mjs` now
has per-example `minNonBlack` floors. `arrays_and_functions`,
`structs_enums_for`, `loop_break_continue`, and `bitwise_ops`
all require multi-sprite rendering — if the OAM cursor bug
comes back, the smoke test fails loudly instead of passing on
the default `nonBlack > 0` check.
The legacy AST codegen in `src/codegen/mod.rs` still uses the
compile-time `next_oam_slot` approach. It's only reachable via
`--use-ast`, none of the examples use it, and its integration
tests only check iNES structure — left alone on purpose.
https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
|
||
|---|---|---|
| .github/workflows | ||
| docs | ||
| examples | ||
| fuzz | ||
| scripts | ||
| src | ||
| tests | ||
| .gitignore | ||
| Cargo.lock | ||
| Cargo.toml | ||
| LICENSE | ||
| plan.md | ||
| README.md | ||
| spec.md | ||
NEScript
A statically-typed, compiled programming language for NES game development.
NEScript compiles .ne source files directly into playable iNES ROM files, with no external assembler or linker dependencies. The compiler handles everything from source text to a ROM you can run in any NES emulator.
Quick Start
# Build the compiler
cargo build --release
# Compile an example
cargo run -- build examples/hello_sprite.ne
# Run the output ROM in an emulator
# (produces examples/hello_sprite.nes)
Hello World
game "Hello" {
mapper: NROM
}
var px: u8 = 128
var py: u8 = 120
on frame {
if button.right { px += 2 }
if button.left { px -= 2 }
if button.down { py += 2 }
if button.up { py -= 2 }
draw Smiley at: (px, py)
}
start Main
Features
- Game-aware syntax -- states, sprites, palettes, and input are first-class constructs
- Full type system --
u8,i8,u16,bool, fixed-size arrays (u8[N]),enum,struct - Rich control flow --
if/else,while,for i in 0..N,loop,match - Functions -- with parameters, return types,
inlinehint, recursion detection - State machines --
statewithon enter,on exit,on frame,on scanline(N)handlers - Compile-time safety -- call depth limits, recursion detection, type checking, unused-var warnings
- IR-based optimizer -- constant folding, dead code elimination, strength reduction, copy propagation, peephole passes
- Multiple mappers -- NROM, MMC1, UxROM, MMC3 (including scanline IRQ dispatch)
- Asset pipeline -- PNG-to-CHR conversion, palette definitions, inline tile data
- Inline assembly --
asm { ... }with{var}substitution, plusraw asm { ... }for verbatim blocks - Hardware intrinsics --
poke(addr, value)/peek(addr)for direct register access - Debug support --
--debugflag, source maps, Mesen-compatible symbol export,debug.log/debug.assert - Compile-time diagnostics --
--dump-ir,--memory-map,--call-graphflags - Single binary -- no dependencies on ca65, Python, or any external tools
Documentation
- Language Guide -- complete reference for every language feature
- Architecture -- compiler internals and module overview
- NES Reference -- hardware quick reference for contributors
- Examples README -- how to build and run examples
Examples
| Example | Features demonstrated |
|---|---|
hello_sprite.ne |
D-pad input, sprite drawing |
bouncing_ball.ne |
Automatic movement, edge detection |
coin_cavern.ne |
Multi-state game, functions, constants, gravity |
arrays_and_functions.ne |
Arrays, functions, while loops, inline functions |
state_machine.ne |
State transitions, on enter/exit, timers |
sprites_and_palettes.ne |
Inline CHR data, palettes, scroll, type casting |
mmc1_banked.ne |
MMC1 mapper, bank declarations, multiply |
structs_enums_for.ne |
Structs, enums, for loops, struct literals |
inline_asm_demo.ne |
Inline asm with {var} substitution, poke/peek |
Compiler Commands
# Compile to ROM
nescript build game.ne
# Compile with custom output path
nescript build game.ne --output my_game.nes
# Type-check only (no ROM output)
nescript check game.ne
# View generated 6502 assembly
nescript build game.ne --asm-dump
# Enable debug mode
nescript build game.ne --debug
Emulator Compatibility
Output ROMs are standard iNES format and work with any NES emulator:
Project Status
NEScript implements all five planned milestones:
| Milestone | Status | Key Features |
|---|---|---|
| M1: Hello Sprite | Done | Full compiler pipeline, assembler, ROM builder |
| M2: Game Loop | Done | Functions, arrays, IR, optimizer, call graph analysis |
| M3: Asset Pipeline | Done | PNG-to-CHR, sprites, palettes, debug symbols |
| M4: Optimization | Done | Strength reduction, ZP promotion, type casting, asm-dump |
| M5: Bank Switching | Done | MMC1/UxROM/MMC3, bank declarations, software mul/div |
210 tests across 14 modules, with CI running fmt, clippy, test, and example compilation on every push.